Bomb Trimmer
(Unity, C#, 2024)
Bomb Trimmer is a FPS (First-Person Scissors) game that I am currently developing solo. Development began in July, 2024.
​
This game is being developed solely by me, and is currently in the planning/prototyping phase.
​
The object of the game is to "trim" the wicks off of bombs before they can detonate. Inspired by such games as Post Void and Lovely Planet, I intend this game to be a fast-paced "speedrun shooter".
Before The Moon
(Unity, C#, 2024)
Before The Moon is an atmospheric exploration game that I developed solo and released in June of 2024. I started planning for the game in June of 2023, and development began in October of 2023.
​
This game was developed solely by me; this includes planning, design, programming, modelling, and music. I used this opportunity to develop my skills beyond programming, with a focus on planning and modelling.
​
The game is available for free on Itch.io.
Dragon Ball Z: Kakarot
(Unreal Engine, C++, 2023)
Dragon Ball Z: Kakarot is a game developed by CyberConnect2, released in January of 2020.
​
I worked on this game as a game programmer in the CyberConnect2 Montreal studio; I worked on features for the January 2023 next gen update. My work primarily consisted of modifying the Card Warriors game mode, which was a multiplayer only game mode, to be playable in single-player. I also worked on debugging and implementing new features for Card Warriors.
Demon Slayer: The Hinokami Chronicles
(Unreal Engine, C++, 2021)
Demon Slayer: The Hinokami Chronicles is a game developed by CyberConnect2, released in October of 2021.
​
I worked on this game as a game programmer in the CyberConnect2 Montreal studio; my work primarily consisted of debugging, tool creation, and implementation of functionality based on designer specifications.
Cookies (Unity 3D, C#, 2021)
Cookies is an independent game developed by Stef Pinto.
The game was developed from February 2020 to April 2021; I started helping as a programmer in June 2020, after the release of the demo.
​
I helped to design and develop the player character systems, including the inventory, movement, and interaction systems. I also assisted with other general tasks, such as design, playtesting, and debugging.
​
Additionally, I composed the soundtrack for the game.